Xenosaga III Import Playtest

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MonolithSoft's series concludes in a stunning finale.

By Andrew Alfonso

Since Xenosaga's storyline is as deep as the ocean, I'm kind of afraid to recap it for you... then again, I assume that those who are reading this have probably already played the first two games anyway. In any event, the game starts off with a couple of cinematic cutscenes featuring robed men gathered around a coffin, Kevin being a demigod, lots of mechs chasing one another, and an entry into the database matrix. The latter is actually part of a tutorial dungeon that you'll go through during the first hour, and sadly, represents the only dungeon you'll get to explore after three hours of playtime.

Things are a lot different in Also Sprach Zarathustra compared to the first two games, the most drastic of which, is the battle system. Before, combat was actually very interactive, complete with deathblows and button combinations that were carried over from Xenogears, but that's no longer the case. Combat is now far simpler to understand and more traditional. On the other hand, this move to a more traditional combat system has actually made fights faster to run through because you aren't bogged down with long commands. While exploring dungeons, you can also set traps for enemies, which you can see on the screen before you engage them. By setting traps, you can stun enemies long enough to gain an advantage in battles. You can't use more than one trap at a time, though, so you have to be mindful of where you place them.

A feature that was taken out of Episode II but returns for Episode III is the Database. You're reintroduced to this at the beginning of the game, and while it has no important function, it's a valuable resource for those who want to know everything and anything about the characters, events and places in the series. Complementing the Database is the Data option that's selectable at the title screen, which lets you watch any cutscene and play with the 3D models.

Another noticeable difference is in the number of cinematic cutscenes that Xenosaga is so well known for. One of the main selling points of the series has been how well-directed the storyline scenes are, but oddly enough, Xenosaga III's cinematics are far more sporadic than in the first two games. Instead, many scenes feature non-cinematic moments with characters simply talking via 3D-rendered portrait overlaying the screen. The actual cutscenes are still well done by Xenosaga standards, but it's a shame that we won't get to see any of the extended scenes used in Episode I and II. But that doesn't mean that the game isn't loaded with cutscenes. In fact, in the first four hours, there are a total of two dungeons, both of which take you a total of one hour or less to clear. If you haven't done the math, that's about three hours of sitting around and talking.

Despite these quibbles, Xenosaga Episode III is actually quite good in several respects -- the most obvious being the graphics. The visuals are really nice, with a sense of scope that's only rivaled by titles like Final Fantasy. In other words, Xenosaga does a really good job in making the gamer feel like a small fish in a huge pond. The mini-game in XS3, called Geomix, is pretty cool too. It's a standalone feature that also has its own level editor and it plays somewhat like Mario Bros. You'll gain access to this mini-game within the first five hours of the game, and it's a great way to get away from the main storyline.

If you're a fan of the Xenosaga series, then there's no reason why you shouldn't be excited about this game. Aside from the obvious lower budget and the fact that, from a gameplay perspective it's been dumbed down a lot, the overall product still seems solid. We'll have more information in a later preview soon!